KysenMurrin wrote:Aquatic pets reduce DoTs by 25%. Critters break out of crowd control more easily.

DoT damage reduction, not duration (according to the tooltip, at least). Wasn't a Critter either (and even it if was a DoT is not the same as a web/frog).

Cleansing Rain weather effect reduces harmful DoT duration by a turn, but that definitely wasn't up at the time.

Speaking of: Team idea would be a Cleansing Rain-based all Aquatic team. +25% damage is a nice buff for 9 turns. Only problem is that it seems like half the pets have a Flying attack of some sort, and I haven't seen an Aquatic with a Magic attack to take care of flyers easily.(That said, [Frog Kiss] is still the most annoying thing I've come up against...)

Oh, adding to the possible bug/clarification needed list. Attacks that "build" ([Frog Kiss], [Arcane Blast]) seem to "reset" back to initial damage upon the opponent's pet being killed or swapped. I guess I could understand it if you swap your own out, but it should keep building against a different enemy...

Fenris wrote:I was trying to keep it balanced levelwise but thanks to people with overleveled pets i either get destroyed or manage to win with only 1 pet alive

=> the one that remains alive gets all the exp and starts leveling faster than the others

*nod* - I need to balance my own as well. I went from 22/22/22 to 22/22/24 - the Gnome was either the only guy alive or the only one I used for half the Pandaria wild battles I've done. Probably just need to grind a bit with the lower two - they should catch up pretty quick. *shrug*

Most people want the wealth produced by a society with limited government distributed to them more generously by bigger government.

Jabari wrote:A couple bugs I've found:- If a pet dies, any residual effects that it applied stop working (poisons / burning / falling rocks / turrets etc), which isn't true if the pet is swapped out. Possibly intended but doesn't make any sense.- I've had my Mechanical Resurrection simply not trigger a couple of times. Not sure why - it's always worked before but didn't yesterday (much). Undead one has been fine.

I've noticed both of these with my mini-Thor. The res "bug" usually occurs if it triggers near the end of a fight, then I immediately get into another fight and he dies within a couple of turns.

As for dots, I've never had an issue with my dots ending if the pet dies. On the other hand, with Minefield, it won't trigger if mini-Thor is taken out. If he's switched, he'll jump in for a second and detonate the mines when triggered. I don't think I've had any issue with his grenade not triggering after death.

So I was out doing a bit of levelling today and happened to catch a rare-quality Fire Beetle. Looking at its moves, it actually looks pretty good. So now I'm trying to decide if I should swap it in for one of my other team members.

Abilities that have been used will now continue to cool down for pets when they are not the active pet in a battle.

Good news, I hate it when I swap a pet back in late in a fight and realise the spell I wanted to use is on cooldown. But it'll probably make a big difference to the way battles play out, too, so I'm curious to see how it affects strategies.

Went back to leveling pets again yesterday after taking a break for a few days.

First, I finally got a Shadowmoon Valley where nobody was camping the Fel Flames - got a rare on about the 4th one! No such luck anywhere else - I still haven't even ever seen an Onyxian Whelpling or Minfernal. Was lucky to gank a Flayer Youngling - there were 2 other people patrolling the area at the time (just a common, though).

Scorched Earth -> Conflagrate is a ridiculous opener. Wow.

Also leveled the Voodoo Figurine from 11 to 22 (one set of dailies, plus a touch of grinding in a couple spots to keep it XP eligible).

Bad thing: [Wild Magic] doesn't affect [Turret]. Good thing: [Wild Magic] affects pretty much everything else. Scorched Earth DoT, its own DoT, the other DoT from the Fel Flame, and every hit from the Clockwork's [Blitz]. It's pretty amusing to swap the Voodoo in, hit Wild Magic, and watch the other guy take like 300 damage that turn just from existing DoTs.Needs-more-research thing: [Dark Simulacrum] is slow, plus I can't find any indication on the UI for what ability it actually took! ([Sear Magic] sucks tho, so not much choice using it.)

So for now, the Moth and Whelpling are fired - the group I'm going with is the Fel Flame, Voodoo Figurine, and Clockwork Gnome (in that order). One neat small bonus is that the Fel Flame's [Scorched Earth] is Dragonkin - it's immune itself, plus the Voodoo Figurine takes less from it too.

Most people want the wealth produced by a society with limited government distributed to them more generously by bigger government.

So I just went up against one of the most annoying things ever. Player with a 3-whelp team, all same level as me. He sent out an Emerald Whelpling, and proceeded to just shield and tranq constantly, and every turn returned to almost full health. I could not do a thing to this dragon. Once he's whittled me down enough this way, he swapped in his oter pets to finish me off.

New bug found (though this one is going to be a bear for them to fix, if they've coded it the way it looks like they did):

My Voodoo Figurine and Fel Flame both have an attack called [Dragon Flame] that leave a DoT. The DoT from one overwrites the other pet's DoT, instead of adding a second.(For example, my Fel Flame uses [Dragon Flame], 4 turn DoT, I swap to the Voodoo (3 turns left), and then use [Dragon Flame] - I should have a DoT with 2 turns and one with 4 turns. I only have a single one with 4 turns left.)

Also, I was going through the Northrend trainers (all have a full group of 25s, with "epic stats" (better than my 25 rares)), and found that my group is ridiculously bad against Undead pets. The one in Dragonblight has 3 undeads and it seems that about half my attacks are Dragonkin (even though I don't currently use a Dragonkin pet!) Took about 4 tries to finish that one (mine were 24/24/25 at the time).

Also, [Dark Simulacrum] is acting really weird. Sometimes is immediately "mirrors" the attack used on the same turn (which would be awesome), and sometimes it just "captures" the move and you have to hit it again next turn. 3 turn cooldown once used either way. Odd.

Most people want the wealth produced by a society with limited government distributed to them more generously by bigger government.

I finally saw a clear-cut case of Death Grip not doing what it says on the tooltip, which I'd suspected already: It is meant to pull the lowest health pet on the enemy's back line out, but this time it pulled out the one with both the highest max and highest current health. Which was irritating, because the other pet would've died from the damage.

theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.

Jabari wrote:New bug found (though this one is going to be a bear for them to fix, if they've coded it the way it looks like they did):

My Voodoo Figurine and Fel Flame both have an attack called [Dragon Flame] that leave a DoT. The DoT from one overwrites the other pet's DoT, instead of adding a second.(For example, my Fel Flame uses [Dragon Flame], 4 turn DoT, I swap to the Voodoo (3 turns left), and then use [Dragon Flame] - I should have a DoT with 2 turns and one with 4 turns. I only have a single one with 4 turns left.)

Pretty sure this is Working as Intended. Buffs and debuffs with the same name do not stack, they just refresh.

Finkum wrote:Pretty sure this is Working as Intended. Buffs and debuffs with the same name do not stack, they just refresh.

So when my Enhancement Shaman casts a Flame Shock on the boss, and my Elemental buddy does as well, it's just refreshed instead of having 2 DoTs with the same name?

(It's a bug, whether the devs want to admit it or not *chuckle*)

Something weird for sure with the resurrections - I had my undead's not trigger once yesterday. Annoying, especially as it was against the Northrend Master Trainer (who is ridiculously hard - took me about 6 tries.)

On the bright side, I lucked into a rare Flayer Youngling! Got a rare Water Waveling as well (but a huge pile of those spawn, unlike the flayers). [Reflect] looks amazing. The Waveling's skills are strong, but the cooldowns on them don't line up particularly well. After 5.1 (CDs count down when backlined), it might be good - [Geyser], [Frost Nova], [Ice Lance], [Ice Lance], swap.

Also finally hit 150 for the Celestial Dragon.

Did 3 queued battles yesterday at 25/25/25. Went 2-0-1. Every single person had a Clockwork Gnome (me included) - make sure you have someone on your team that can handle this guy!(Oh BTW: [Turret] + [Wild Magic] does work after all - I can't do math... *laugh*)

Most people want the wealth produced by a society with limited government distributed to them more generously by bigger government.

Ugh. Do not use Death Grip when a flying pet is up in the air, or when you think they might use it and are going first. It switched the active pet out, but the flying type pet stayed stuck flying-status and unhittable until it used the attack again. (A smarter player wouldn't have used it again!)